HH
4 年前
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71b7942e
共有 8 个文件被更改,包括 0 次插入 和 2283 次删除
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1001Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/EscapeRoom.prefab
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7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/EscapeRoom.prefab.meta
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949Project/Assets/ML-Agents/Examples/PushBlock/Scenes/EscapeRoom.unity
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9Project/Assets/ML-Agents/Examples/PushBlock/Scenes/EscapeRoom.unity.meta
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137Project/Assets/ML-Agents/Examples/PushBlock/Scripts/EscapeRoomAgentCollab.cs
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12Project/Assets/ML-Agents/Examples/PushBlock/Scripts/EscapeRoomAgentCollab.cs.meta
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157Project/Assets/ML-Agents/Examples/PushBlock/Scripts/EscapeRoomGameController.cs
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11Project/Assets/ML-Agents/Examples/PushBlock/Scripts/EscapeRoomGameController.cs.meta
1001
Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/EscapeRoom.prefab
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//Put this script on your blue cube.
|
|||
|
|||
using System.Collections; |
|||
using UnityEngine; |
|||
using Unity.MLAgents; |
|||
using Unity.MLAgents.Actuators; |
|||
using Unity.MLAgents.Sensors; |
|||
|
|||
public class EscapeRoomAgentCollab : Agent |
|||
{ |
|||
|
|||
PushBlockSettings m_PushBlockSettings; |
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|
|||
Rigidbody m_AgentRb; //cached on initialization
|
|||
|
|||
public bool useVectorObs = true; |
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private EscapeRoomGameController m_GameController; |
|||
// void Awake()
|
|||
// {
|
|||
// }
|
|||
|
|||
public override void Initialize() |
|||
{ |
|||
// Cache the agent rigidbody
|
|||
m_AgentRb = GetComponent<Rigidbody>(); |
|||
m_PushBlockSettings = FindObjectOfType<PushBlockSettings>(); |
|||
m_GameController = GetComponentInParent<EscapeRoomGameController>(); |
|||
} |
|||
|
|||
public override void CollectObservations(VectorSensor sensor) |
|||
{ |
|||
if (useVectorObs) |
|||
{ |
|||
sensor.AddObservation(m_GameController.DoorIsOpen); |
|||
sensor.AddObservation(m_GameController.PlayerDict[this].HoldingSwitch); |
|||
sensor.AddObservation(m_GameController.PlayerDict[this].Scored); |
|||
} |
|||
} |
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|
|||
/// <summary>
|
|||
/// Moves the agent according to the selected action.
|
|||
/// </summary>
|
|||
public void MoveAgent(ActionSegment<int> act) |
|||
{ |
|||
var dirToGo = Vector3.zero; |
|||
var rotateDir = Vector3.zero; |
|||
|
|||
var action = act[0]; |
|||
|
|||
switch (action) |
|||
{ |
|||
case 1: |
|||
dirToGo = transform.forward * 1f; |
|||
break; |
|||
case 2: |
|||
dirToGo = transform.forward * -1f; |
|||
break; |
|||
case 3: |
|||
rotateDir = transform.up * 1f; |
|||
break; |
|||
case 4: |
|||
rotateDir = transform.up * -1f; |
|||
break; |
|||
case 5: |
|||
dirToGo = transform.right * -0.75f; |
|||
break; |
|||
case 6: |
|||
dirToGo = transform.right * 0.75f; |
|||
break; |
|||
} |
|||
transform.Rotate(rotateDir, Time.fixedDeltaTime * 200f); |
|||
m_AgentRb.AddForce(dirToGo * m_PushBlockSettings.agentRunSpeed, |
|||
ForceMode.VelocityChange); |
|||
} |
|||
|
|||
|
|||
/// <summary>
|
|||
/// Called every step of the engine. Here the agent takes an action.
|
|||
/// </summary>
|
|||
public override void OnActionReceived(ActionBuffers actionBuffers) |
|||
|
|||
{ |
|||
// Move the agent using the action.
|
|||
MoveAgent(actionBuffers.DiscreteActions); |
|||
|
|||
// Penalty given each step to encourage agent to finish task quickly.
|
|||
AddReward(-1f / 15000); |
|||
} |
|||
|
|||
public override void Heuristic(in ActionBuffers actionsOut) |
|||
{ |
|||
var discreteActionsOut = actionsOut.DiscreteActions; |
|||
discreteActionsOut[0] = 0; |
|||
if (Input.GetKey(KeyCode.D)) |
|||
{ |
|||
discreteActionsOut[0] = 3; |
|||
} |
|||
else if (Input.GetKey(KeyCode.W)) |
|||
{ |
|||
discreteActionsOut[0] = 1; |
|||
} |
|||
else if (Input.GetKey(KeyCode.A)) |
|||
{ |
|||
discreteActionsOut[0] = 4; |
|||
} |
|||
else if (Input.GetKey(KeyCode.S)) |
|||
{ |
|||
discreteActionsOut[0] = 2; |
|||
} |
|||
} |
|||
|
|||
private void OnTriggerStay(Collider col) |
|||
{ |
|||
if (col.CompareTag("switch")) |
|||
{ |
|||
m_GameController.PlayerDict[this].HoldingSwitch = true; |
|||
} |
|||
} |
|||
|
|||
void OnTriggerEnter(Collider col) |
|||
{ |
|||
if (col.CompareTag("goal")) |
|||
{ |
|||
m_GameController.AgentScored(this); |
|||
} |
|||
|
|||
} |
|||
|
|||
/// <summary>
|
|||
/// In the editor, if "Reset On Done" is checked then AgentReset() will be
|
|||
/// called automatically anytime we mark done = true in an agent script.
|
|||
/// </summary>
|
|||
public override void OnEpisodeBegin() |
|||
{ |
|||
} |
|||
|
|||
} |
|
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fileFormatVersion: 2 |
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guid: e965235cfe60e41808b67808e19704a4 |
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timeCreated: 1506829537 |
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licenseType: Pro |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using Unity.MLAgents; |
|||
|
|||
public class EscapeRoomGameController : MonoBehaviour |
|||
{ |
|||
[System.Serializable] |
|||
public class PlayerInfo |
|||
{ |
|||
public EscapeRoomAgentCollab Agent; |
|||
[HideInInspector] |
|||
public Vector3 StartingPos; |
|||
[HideInInspector] |
|||
public Quaternion StartingRot; |
|||
[HideInInspector] |
|||
public Rigidbody Rb; |
|||
public bool Scored; |
|||
public bool HoldingSwitch; |
|||
|
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Max Academy steps before this platform resets
|
|||
/// </summary>
|
|||
/// <returns></returns>
|
|||
[Header("Max Environment Steps")] public int MaxEnvironmentSteps = 25000; |
|||
|
|||
public int NumOfAgentsThatHaveScored = 0; |
|||
public List<PlayerInfo> AgentsList = new List<PlayerInfo>(); |
|||
|
|||
public Dictionary<EscapeRoomAgentCollab, PlayerInfo> PlayerDict = |
|||
new Dictionary<EscapeRoomAgentCollab, PlayerInfo>(); |
|||
private SimpleMultiAgentGroup m_AgentGroup; |
|||
private int m_ResetTimer; |
|||
/// <summary>
|
|||
/// We will be changing the ground material based on success/failue
|
|||
/// </summary>
|
|||
public MeshRenderer GroundRenderer; |
|||
public Material GroundMaterial; //cached on Awake()
|
|||
public Material GoalScoredMaterial; |
|||
// Start is called before the first frame update
|
|||
void Start() |
|||
{ |
|||
// Initialize TeamManager
|
|||
m_AgentGroup = new SimpleMultiAgentGroup(); |
|||
foreach (var item in AgentsList) |
|||
{ |
|||
item.StartingPos = item.Agent.transform.localPosition; |
|||
item.StartingRot = item.Agent.transform.localRotation; |
|||
item.Rb = item.Agent.GetComponent<Rigidbody>(); |
|||
m_AgentGroup.RegisterAgent(item.Agent); |
|||
PlayerDict.Add(item.Agent, item); |
|||
} |
|||
ResetScene(); |
|||
|
|||
} |
|||
|
|||
|
|||
bool AgentIsHoldingSwitch() |
|||
{ |
|||
foreach (var item in PlayerDict) |
|||
{ |
|||
if (item.Value.HoldingSwitch) |
|||
{ |
|||
return true; |
|||
} |
|||
} |
|||
return false; |
|||
} |
|||
|
|||
public bool DoorIsOpen; |
|||
// Update is called once per frame
|
|||
void FixedUpdate() |
|||
{ |
|||
m_ResetTimer += 1; |
|||
if (m_ResetTimer >= MaxEnvironmentSteps && MaxEnvironmentSteps > 0) |
|||
{ |
|||
m_AgentGroup.GroupEpisodeInterrupted(); |
|||
ResetScene(); |
|||
} |
|||
|
|||
DoorIsOpen = AgentIsHoldingSwitch(); |
|||
DoorOpen(DoorIsOpen); |
|||
foreach (var item in PlayerDict) |
|||
{ |
|||
item.Value.HoldingSwitch = false; |
|||
} |
|||
} |
|||
|
|||
public GameObject Door; |
|||
void DoorOpen(bool isOpen) |
|||
{ |
|||
Door.SetActive(!isOpen); |
|||
} |
|||
|
|||
void ResetScene() |
|||
{ |
|||
NumOfAgentsThatHaveScored = 0; |
|||
m_ResetTimer = 0; |
|||
|
|||
|
|||
print($"Resetting {gameObject.name}"); |
|||
foreach (var item in AgentsList) |
|||
{ |
|||
item.Agent.transform.localPosition = item.StartingPos; |
|||
item.Agent.transform.localRotation = item.StartingRot; |
|||
item.Rb.velocity = Vector3.zero; |
|||
item.Rb.angularVelocity = Vector3.zero; |
|||
item.Scored = false; |
|||
item.HoldingSwitch = false; |
|||
} |
|||
|
|||
DoorIsOpen = false; |
|||
DoorOpen(false); |
|||
//Random platform rot
|
|||
var rotation = Random.Range(0, 4); |
|||
var rotationAngle = rotation * 90f; |
|||
transform.Rotate(new Vector3(0f, rotationAngle, 0f)); |
|||
} |
|||
|
|||
public void AgentScored(EscapeRoomAgentCollab agent) |
|||
{ |
|||
if (PlayerDict[agent].Scored) |
|||
{ |
|||
return; |
|||
} |
|||
print($"{agent.name} Scored"); |
|||
PlayerDict[agent].Scored = true; |
|||
//Decrement the counter
|
|||
NumOfAgentsThatHaveScored++; |
|||
|
|||
// Swap ground material for a bit to indicate we scored.
|
|||
StartCoroutine(GoalScoredSwapGroundMaterial(GoalScoredMaterial, 0.3f)); |
|||
|
|||
//Give Agent Rewards
|
|||
m_AgentGroup.AddGroupReward(1); |
|||
|
|||
if (NumOfAgentsThatHaveScored == 3) |
|||
{ |
|||
//Reset assets
|
|||
m_AgentGroup.EndGroupEpisode(); |
|||
ResetScene(); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Swap ground material, wait time seconds, then swap back to the regular material.
|
|||
/// </summary>
|
|||
IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time) |
|||
{ |
|||
print("Start GoalScoredSwapGroundMaterial"); |
|||
GroundRenderer.material = mat; |
|||
yield return new WaitForSeconds(time); // Wait for 2 sec
|
|||
GroundRenderer.material = GroundMaterial; |
|||
} |
|||
} |
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